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About Fizzy Cyst

I will work on dreckos, but not naively. You can't drop them onto the bottom of the tank, unless perhaps it's very deep. You could, however, drop them onto a floating platform at the bottom of the tank. As long as you take care with shape, the dreckos can't jump off of it.
The only other detail is about auto-sweepers. The dreckos can crawl underneath and die there. Use a single autosweeper at the level of the platform; it should be able to sweep both above and below the platform.

There's no such thing as a "gas path" in ONI. There's nothing like a gas velocity., so there can't be anything like a path that tracks that velocity. (Mathematically, that's called the integral curve of a vector field.) Just like pressure, a proper treatment of a velocity and advection is probably out of scope of ONI.
And it would be costly in terms of performance to implement. Right now, gas moves (from what I've been able to piece through) according to some kind of cellular automaton rules that act only on local neighbors. In order to make motion faster, you'd have to either (1) increase the cycle rate of the automaton clock or (2) increase the neighborhood size, say from, nearest 8 neighbors (distance 1) to nearest 24 (distance 2) (distances in "manhattan metric"). And _then_ you'd have to have a fan alter the local automaton rules to be different near the fan. Nope. My guess it would be easier just to implement more faithful gas dynamics; in that case fans are just a local potential to incorporate in like many other such.

The save file doesn't have the information about the past concerning where that canister came from. It's just a snapshot at a single point in time. It will show the symptom, to be sure, but it does not have a record of the cause. That's why your story about what you did to get that canister is relevant for the report.

That's relevant information for a defect report. If I had to guess, it's that the game is populating the list of "available gases" only through operation of the canister filler and not through the empty command. The fix should be easy; ensure the gas is on that list in the code that creates canisters, not in any code for the operations that cause them to be created (canister filler, empty pipe).

There's a much bigger problem that blocks this: there's no real concept of pressure in the game as of now. There are admittedly proxies for pressure, but they're not really pressure. For gases, there's something akin to the ideal gas law, with the pressure directly proportional to the density, but it only works well in homogeneous gases. For example, I've got a swamp biome filled with chlorine gas at 7.8 kg. There's a pocket of oxygen near the top (with a deodorizer) and even away from the gas interface zone it's at 6.9 kg. It's been that way for hundreds of cycles. If there were anything like a real notion of pressure, the volume of oxygen would have shifted so that the pressures would equalize to one of the two best approximations (round up or round down) to ambient pressure.
For liquids the problem is even more apparent. I learned in a very surprising way that oil can generate in pockets of "density" 12 kg that act like they have the corresponding pressure; it'll break rock if you tunnel too close. Liquids are (nearly) incompressible IRL, so that's some more game physics for you. This game does fog-of-war merely by proximity, but it would be pretty great if you had to hydraulically fracture the bedrock before tunneling into it, not knowing exactly was down there beforehand. Lots of surprises. I'm calling dibs on writing the "discover an entombed Elder God" mod.
The situation with pressure between gas and liquid is even more lacking. You may have seen all the various gradations of whinging about liquid locks. Yes, 10 g of liquid will resist the delta-P between a maxed out 20 kg high pressure vent and vacuum. (FYI: Delta-P in engineering-speak for the pressure difference between one place and another.)
And while I'm on it, another piece of the no-pressure picture is how gas and liquid pipes work. They're built around unidirectional flow (that is, hard-coded sources and sinks), where IRL flow in pipe is all about Delta-P. It took me quite a while when first playing to realize that air vents could not be used for intake, and that there were no inline pumps anywhere.
My real point is that considering phase diagrams is premature before you even have pressure to plug into the phase diagram. Personally, I'd love to be able to have supercritical CO2 and an Allam cycle furnace, but that's not on the horizon. Also in this category: catastrophic steam implosions. Maybe ONI 2.

Can also confirm on Windows SU-291640.
it's not only true for gases but also for liquids.
The single-click contents-of-tile pop-up list of blocks, one per substance, is the one that's missing the gas or liquid. On first click the amber highlight-border shows the mesh tile. On second click the highlight disappears; since there's no block, there's no place to put the highlight.

It's a jar of pickled meal. It's clearly a spoof on Warhol's Campbell's soup cans.
I created an account just to say this. Now that I am here, however, I was hoping to see Ed Hopper's Nighthawks and Salvador Dali's Persistence of Memory. And on second thought, we need a large 4x6 canvas so we can have Rembrandt's Night Watch and Picasso's Guernica; one each per base on those last two.